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Messages by sgn15

    

Re: wall

 August 12, 2013, 04:49:43 pm View in topic context
 Posted by sgn15  in wall (Started by sgn15 August 12, 2013, 01:40:48 pm
 Board: M.U.G.E.N Development Help

Yep I'm doing trial and error since your first reply here. still no luck though.

this is my posset code so far

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = pos x - screenpos x + 110;
y = 0
;ignorehitpause =
;persistent =

using a continuous posadd will make it function like a velset/veladd/velmul unless I change the x value (from the posset above)

question: Is the trigger1 = 1 at least correct?
    

Re: wall

 August 12, 2013, 03:59:33 pm View in topic context
 Posted by sgn15  in wall (Started by sgn15 August 12, 2013, 01:40:48 pm
 Board: M.U.G.E.N Development Help

ok. I'm dropping the "wall not being passable by p1 and p3" and "wall being hittable by p1 and p3" aspects.

I did the explod thing (bindtime = 1), but the wall itself (blank anim with blue clsn) is still the problem and the explod are the problem. The wall adjusts its own position when the camera moves and then because the explod has bindtime = 1, when the wall itself moves, the wall explod and the blank anim are not in the same place anymore.

the non-inclusion of posset still results in the wall being "pushed" by p2 by running/walking against the wall. are there alternatives for the posset?
    

Re: wall

 August 12, 2013, 03:10:21 pm View in topic context
 Posted by sgn15  in wall (Started by sgn15 August 12, 2013, 01:40:48 pm
 Board: M.U.G.E.N Development Help

ah ok. so it is impossible to code the wall to not be passable by both p1 and p3 from the perspective/statedef of the wall?

when I remove/not use the posset, p2 can "push" against the wall by walking/running against it. any other solutions for this?

oh and another question, is it possible for the wall to be hittable by any player (including p1 and p3) ?
    

wall

 August 12, 2013, 01:40:48 pm View in topic context
 Posted by sgn15  in wall (Started by sgn15 August 12, 2013, 01:40:48 pm
 Board: M.U.G.E.N Development Help

This is a wall helper that stays on the ground and should have a "body" that all players CANNOT pass through (as in a literal wall). I already put blue clsn on it (anim 232 only) and use playerpush, but there are problems

- p1 can pass through the wall
- the posset works but when p2 tries to "push" the wall by walking against it, the wall moves but tries to get back to its position (because posset's trigger is 1 I know but I am asking for a better way and to avoid this from happening) basically the wall "vibrates" animation-wise when p2 tries to walk against the wall
- when both players move, the wall stays on its position with respect to the screen (so if it was summoned at center, it stays at center). I don't want this. I want the wall to stay wherever it was called (and can exist off-screen) and won't be pushed by any player

The wall can't be hit by enemy players (but this part is no problem for me).

Here are the codes. States 231 and 233 are just for animations, 232 is the idle state with the problem I am talking about.

Spoiler, click to toggle visibilty
    

Re: My Animation 1025 Won't Play`

 May 31, 2013, 08:29:51 am View in topic context
 Posted by sgn15  in My Animation 1025 Won't Play` (Started by Darkspines22 May 28, 2013, 06:09:58 pm
 Board: M.U.G.E.N Development Help

wall bounces really work like that. the player getting hit by wall bounce automatically goes to eedge/wall (invisible) and goes down (hit state).

even if you manage to make your char's anim 1025 to appear, if you use the same attack on other chars, they either don't have anim 1025 or their anim 1025 is not a damage sprite.
    

Re: Intro not playing.

 May 31, 2013, 08:26:20 am View in topic context
 Posted by sgn15  in Intro not playing. (Started by GigaNova May 28, 2013, 10:12:49 pm
 Board: M.U.G.E.N Development Help

why are you using state 191 but anim 190? is that intentional or just typed it by mistake?

state 190 is the usual intro state, unless you overrode it or state 190 goes to state 191
    

Re: unhittable

 May 31, 2013, 08:16:44 am View in topic context
 Posted by sgn15  in unhittable (Started by sgn15 May 31, 2013, 07:24:44 am
 Board: M.U.G.E.N Development Help

I tried the char vs itself and the char vs other chars in watch mode. After more than 20 watch mode matches, I can say every opponent (including himself) cannot hit the char

not sure which is the exact color you are calling sky blue, so here it is (left char is using anim 195)
http://neuropod.net/imagehost/uploads/10c3c2628649d9ba1d1f5e70e39db92b.png

I also searched for hitby codes. there are none in my cns.

just to give more information about the char:
- since it is a little cat, I intentionally aligned him higher instead of ground level (because I don't plan on coding a new mode for flying since he is intended to be always flying)
- the height I aligned him with is the height of 2nd player in the pic above
- for movements/attacks needing to go to ground level, I used posset and velset (like the anim 195 or P1 in the same pic)
- for damage states, I added this to state 5050

Code:
;===================
[State 0, ChangeState]
type = ChangeState
trigger1 = life > 0
trigger2 = !lose
trigger3 = roundstate = 2
value = 4100
ctrl = 1

which goes to these states


Spoiler, click to toggle visibilty

note: all anims (including damage anims) have blue clsn. no issues with default clsn
no nothitby, no hitby, no hitoverride

    

Re: unhittable

 May 31, 2013, 07:48:20 am View in topic context
 Posted by sgn15  in unhittable (Started by sgn15 May 31, 2013, 07:24:44 am
 Board: M.U.G.E.N Development Help

ah. by default clsn, did you mean clsn standard ? if yes, then yes (I did used some) but I checked and it is not disappearing

this is an example of an animation that is not hittable (among many other situations). I checked and tried this animation. I am sure the char is unhittable during this animation
Quote
;--------------------------------------------------
; Taunt
[Begin Action 195]
Clsn2Default: 1
  Clsn2[0] = -7, -68, 11, -39
30,0, 0,0, 10
30,1, 0,0, 10
30,2, 0,0, 10
30,3, 0,0, 10
30,4, 0,0, 10
30,5, 0,0, 10
30,6, 0,0, 10
    

unhittable

 May 31, 2013, 07:24:44 am View in topic context
 Posted by sgn15  in unhittable (Started by sgn15 May 31, 2013, 07:24:44 am
 Board: M.U.G.E.N Development Help

so I have this weird problem. my char is not hittable during certain situations (not yet really found out which situation exactly, but it involves basic movements and also attacks) but i tried it in watch mode, my char sometimes cannot be hit by normal attacks (normal meaning guardable, even if in guard, the char should be "pushed" by the attack but it is not pushed) and even if the attack has assertspecial unguardable, it still ain't hitting

I have checked:
-all anims have blue clsn
-i used ctrl+f on all codes to find nothitby, it only exists in state 170 and 180 (lose and win states)

so what other sources of this problem (unhittable) are possible?
    

Re: More information about Trans state controller?

 May 27, 2013, 07:17:45 am View in topic context
 Posted by sgn15  in More information about Trans state controller? (Started by DNZRX768 May 26, 2013, 01:42:45 pm
 Board: M.U.G.E.N Development Help

you can infer some kind of idea from the values of no trans (256,0), add1 (256,128) and add (256,256). I think sub is like add but it inverts the colors. I tried sub on a white beam (blurred effect) and it became black/gray but still made the black parts of the blurred sprite disappear in mugen so.....
    

Re: no helper 836 and no helper 837

 May 27, 2013, 05:53:05 am View in topic context
 Posted by sgn15  in no helper 836 and no helper 837 (Started by boryema April 03, 2013, 08:53:57 pm
 Board: M.U.G.E.N Development Help

I encountered this message A LOT of times back then.

this can happen (aside from the situations given above), if you call a helper at animelem = 3 but tried to access the helper's info during ANY TIME BEFORE THE 3rd ANIMELEM (like animelem = 1 or 2), then the helper STILL DOES NOT EXIST UNLESS UNTIL THE 3rd ANIMELEM.

It only means you have a code that requires a certain a helper to exist but it still does not exists yet.

so find the helper AND add the trigger numhelper(###) > 0 to whatever sctrl is trying to access that helper's information to stop that message from coming out

    

Re: More information about Trans state controller?

 May 27, 2013, 05:48:53 am View in topic context
 Posted by sgn15  in More information about Trans state controller? (Started by DNZRX768 May 26, 2013, 01:42:45 pm
 Board: M.U.G.E.N Development Help

I'm not sure I can explain them. but for "fading out", just interchange the values of source and destination for alpha.
    

Re: some problems

 May 24, 2013, 06:15:48 am View in topic context
 Posted by sgn15  in some problems (Started by sgn15 May 17, 2013, 03:50:22 pm
 Board: M.U.G.E.N Development Help

I actually got that same idea (call another invisible unblockable affectteam = B helper for making p3 and p4 invisible) from someone from another site. but question though. why is it have to be a throw? so far, I think it is working already. I just have to change the time when I summon the unblockable invisible helper. I'll keep testing though to see what more possible bugs I can find.

as for the superpause, I only used to after 1 tick after I call the ground beam (which sends p2 to custom state). me (p1) will also be invisible and unhittable. so really, all 3 players (p1,p3, and the enemy that was NOT hit by the ground beam) will all be invisible, while the space monster happens and the enemy in my custom state is visible. so there is no pause/superpause during the whole custom state.

i used hitonce = 1 attr = NA for that ground beam hitdef. but it still hits 2 enemies (if the enemies are in 1 location only). why is that?
    

Re: The next round won't start when my character is ko'ed

 May 23, 2013, 06:42:27 pm View in topic context
 Posted by sgn15  in The next round won't start when my character is ko'ed (Started by Darkspines22 May 23, 2013, 06:38:19 pm
 Board: M.U.G.E.N Development Help

I think that has more to do with your cns than animations. check your whole cns if you used sctrls and/or triggers involving life/lose and/or triggers related to rounds
    

Re: Darken

 May 23, 2013, 06:23:26 pm View in topic context
 Posted by sgn15  in Darken (Started by jjmugen May 15, 2013, 05:46:29 pm
 Board: M.U.G.E.N Development Help

I just tried your codes. The palfx works during superpause (the screen is dark as intended).

maybe you have something else in the same state meddling with the palfx?
    

Re: some problems

 May 23, 2013, 09:04:21 am View in topic context
 Posted by sgn15  in some problems (Started by sgn15 May 17, 2013, 03:50:22 pm
 Board: M.U.G.E.N Development Help

how do I make the p2 in my custom state animate while in my (p1)'s superpause? I tried calling a pause inside the custom state, but it did not made p2 animate during custom state

I think I fixed the hitoverride problem already. I will try again later.
    

Re: Helper problems

 May 22, 2013, 04:04:17 pm View in topic context
 Posted by sgn15  in Helper problems (Started by ShotokanEditor May 22, 2013, 12:03:24 pm
 Board: M.U.G.E.N Development Help

you intend to prevent another helper from being summoned if there is already one currently existing?

can't you use numhelper(###) < 0 ?
    

Re: Pre-advice toward avoiding common mistakes

 May 22, 2013, 04:01:53 pm View in topic context
 Posted by sgn15  in Pre-advice toward avoiding common mistakes (Started by Phantasm Wolf May 22, 2013, 08:18:42 am
 Board: M.U.G.E.N Development Help

it's hard to tell you what to avoid without a specific question or situation. just follow a char making tutorial you feel is good and correct and post here your problems or questions.

I'm not sure what you mean by "duping", but you probably mean not following the required sprite group numbers for hurt/damage sprites.
    

Re: some problems

 May 21, 2013, 04:50:17 pm View in topic context
 Posted by sgn15  in some problems (Started by sgn15 May 17, 2013, 03:50:22 pm
 Board: M.U.G.E.N Development Help

thanks. finally someone replied to me. thanks man.

I don't have mugen right now in this PC but I remember all these, so.....

1st problem indeed involves hitoverride

situation:
helper states:
900 - idle, with hitoverride
901 - damage counter (via var) with hitoverride
902 - attack (if damage reaches certain value)

I call 4 helpers (all state 900, but 4 different IDs) at intro or roundstate = 2, so yeah those helpers stay in the game until they attack (902) and disappear.

should I call 4 helpers of different statenos instead of calling 4 helper (state 900) ?

I haven't tried because I have no mugen right now, just suddenly thought of it.

2nd problem
I have to explain this situation again. so i send p2 to my custom state. the custom state uses the 5000 anim of the enemy (which is his own anim 5000). so of course, I assume all chars' anim 5000 have blue boxes. I intend to make the p2 hittable (while in my custom state). I want p2 to go to another custom state if hit by an attack of any attribute, damage, etc. as long as p2 is hit. that is the only condition (hit). so I use hitoverride inside custom state but it did not work because p2 will go to stateno ### (stated in hitoverride) of his OWN cns, not mine. so yeah I need another way for my intention, if possible at all.

3rd problem
I think you misunderstood me.

situation 1: I'm ok with this
attack hits both p2 and p4 (both enemies go into custom state)

situation 2: this is the problem
attack hits only p2. ok so p2 is in my custom state. p4 is still moving/fighting normally. I want to make p4 (which is not in my custom state) to stop moving/fighting during the whole duration of the custom state happening.

me (p1) is coded to be invisible during the custom state. my partner (p3) is also still moving during the custom state.

so my problem is to make p3 AND p4 stop moving during the custom state duration.
    

Re: quick question

 May 17, 2013, 04:50:49 pm View in topic context
 Posted by sgn15  in quick question (Started by vgames May 17, 2013, 04:37:43 pm
 Board: M.U.G.E.N Development Help

maximum of helper and explod can be edited in mugen.cfg file